ca36722a54
The latest git version of GCC has issues with my diamond inheritance shenanigans. Since that's now two compilers that don't like it I thought it'd be best to just axe all of it and just have the two templates like before. This rolls the features of BasicRangedSetting into BasicSetting, and likewise RangedSetting into Setting. It also renames them from BasicSetting and Setting to Setting and SwitchableSetting respectively. Now longer name corresponds to more complex thing.
570 lines
20 KiB
C++
570 lines
20 KiB
C++
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <algorithm>
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#include <array>
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#include <map>
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#include <optional>
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#include <string>
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#include <utility>
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#include <vector>
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#include "common/common_types.h"
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#include "common/settings_input.h"
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namespace Settings {
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enum class RendererBackend : u32 {
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OpenGL = 0,
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Vulkan = 1,
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};
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enum class ShaderBackend : u32 {
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GLSL = 0,
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GLASM = 1,
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SPIRV = 2,
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};
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enum class GPUAccuracy : u32 {
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Normal = 0,
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High = 1,
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Extreme = 2,
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};
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enum class CPUAccuracy : u32 {
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Auto = 0,
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Accurate = 1,
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Unsafe = 2,
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Paranoid = 3,
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};
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enum class FullscreenMode : u32 {
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Borderless = 0,
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Exclusive = 1,
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};
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enum class NvdecEmulation : u32 {
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Off = 0,
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CPU = 1,
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GPU = 2,
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};
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enum class ResolutionSetup : u32 {
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Res1_2X = 0,
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Res3_4X = 1,
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Res1X = 2,
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Res2X = 3,
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Res3X = 4,
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Res4X = 5,
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Res5X = 6,
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Res6X = 7,
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};
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enum class ScalingFilter : u32 {
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NearestNeighbor = 0,
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Bilinear = 1,
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Bicubic = 2,
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Gaussian = 3,
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ScaleForce = 4,
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Fsr = 5,
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LastFilter = Fsr,
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};
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enum class AntiAliasing : u32 {
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None = 0,
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Fxaa = 1,
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LastAA = Fxaa,
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};
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struct ResolutionScalingInfo {
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u32 up_scale{1};
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u32 down_shift{0};
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f32 up_factor{1.0f};
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f32 down_factor{1.0f};
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bool active{};
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bool downscale{};
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s32 ScaleUp(s32 value) const {
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if (value == 0) {
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return 0;
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}
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return std::max((value * static_cast<s32>(up_scale)) >> static_cast<s32>(down_shift), 1);
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}
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u32 ScaleUp(u32 value) const {
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if (value == 0U) {
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return 0U;
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}
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return std::max((value * up_scale) >> down_shift, 1U);
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}
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};
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/** The Setting class is a simple resource manager. It defines a label and default value alongside
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* the actual value of the setting for simpler and less-error prone use with frontend
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* configurations. Specifying a default value and label is required. A minimum and maximum range can
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* be specified for sanitization.
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*/
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template <typename Type>
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class Setting {
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protected:
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Setting() = default;
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/**
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* Only sets the setting to the given initializer, leaving the other members to their default
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* initializers.
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*
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* @param global_val Initial value of the setting
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*/
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explicit Setting(const Type& val) : value{val} {}
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public:
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/**
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* Sets a default value, label, and setting value.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param name Label for the setting
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*/
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explicit Setting(const Type& default_val, const std::string& name)
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: value{default_val}, default_value{default_val}, ranged{false}, label{name} {}
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virtual ~Setting() = default;
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/**
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* Sets a default value, minimum value, maximum value, and label.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param min_val Sets the minimum allowed value of the setting
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* @param max_val Sets the maximum allowed value of the setting
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* @param name Label for the setting
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*/
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explicit Setting(const Type& default_val, const Type& min_val, const Type& max_val,
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const std::string& name)
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: value{default_val}, default_value{default_val}, maximum{max_val}, minimum{min_val},
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ranged{true}, label{name} {}
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/**
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* Returns a reference to the setting's value.
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*
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* @returns A reference to the setting
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*/
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[[nodiscard]] virtual const Type& GetValue() const {
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return value;
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}
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/**
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* Sets the setting to the given value.
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*
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* @param val The desired value
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*/
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virtual void SetValue(const Type& val) {
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Type temp{(ranged) ? std::clamp(val, minimum, maximum) : val};
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std::swap(value, temp);
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}
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/**
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* Returns the value that this setting was created with.
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*
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* @returns A reference to the default value
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*/
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[[nodiscard]] const Type& GetDefault() const {
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return default_value;
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}
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/**
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* Returns the label this setting was created with.
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*
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* @returns A reference to the label
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*/
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[[nodiscard]] const std::string& GetLabel() const {
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return label;
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}
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/**
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* Assigns a value to the setting.
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*
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* @param val The desired setting value
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*
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* @returns A reference to the setting
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*/
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virtual const Type& operator=(const Type& val) {
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Type temp{(ranged) ? std::clamp(val, minimum, maximum) : val};
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std::swap(value, temp);
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return value;
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}
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/**
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* Returns a reference to the setting.
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*
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* @returns A reference to the setting
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*/
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explicit virtual operator const Type&() const {
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return value;
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}
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protected:
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Type value{}; ///< The setting
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const Type default_value{}; ///< The default value
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const Type maximum{}; ///< Maximum allowed value of the setting
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const Type minimum{}; ///< Minimum allowed value of the setting
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const bool ranged; ///< The setting has sanitization ranges
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const std::string label{}; ///< The setting's label
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};
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/**
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* The SwitchableSetting class is a slightly more complex version of the Setting class. This adds a
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* custom setting to switch to when a guest application specifically requires it. The effect is that
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* other components of the emulator can access the setting's intended value without any need for the
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* component to ask whether the custom or global setting is needed at the moment.
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*
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* By default, the global setting is used.
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*/
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template <typename Type>
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class SwitchableSetting : virtual public Setting<Type> {
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public:
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/**
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* Sets a default value, label, and setting value.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param name Label for the setting
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*/
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explicit SwitchableSetting(const Type& default_val, const std::string& name)
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: Setting<Type>{default_val, name} {}
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virtual ~SwitchableSetting() = default;
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/**
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* Sets a default value, minimum value, maximum value, and label.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param min_val Sets the minimum allowed value of the setting
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* @param max_val Sets the maximum allowed value of the setting
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* @param name Label for the setting
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*/
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explicit SwitchableSetting(const Type& default_val, const Type& min_val, const Type& max_val,
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const std::string& name)
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: Setting<Type>{default_val, min_val, max_val, name} {}
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/**
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* Tells this setting to represent either the global or custom setting when other member
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* functions are used.
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*
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* @param to_global Whether to use the global or custom setting.
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*/
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void SetGlobal(bool to_global) {
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use_global = to_global;
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}
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/**
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* Returns whether this setting is using the global setting or not.
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*
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* @returns The global state
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*/
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[[nodiscard]] bool UsingGlobal() const {
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return use_global;
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}
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/**
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* Returns either the global or custom setting depending on the values of this setting's global
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* state or if the global value was specifically requested.
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*
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* @param need_global Request global value regardless of setting's state; defaults to false
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*
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* @returns The required value of the setting
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*/
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[[nodiscard]] virtual const Type& GetValue() const override {
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if (use_global) {
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return this->value;
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}
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return custom;
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}
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[[nodiscard]] virtual const Type& GetValue(bool need_global) const {
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if (use_global || need_global) {
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return this->value;
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}
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return custom;
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}
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/**
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* Sets the current setting value depending on the global state.
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*
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* @param val The new value
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*/
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void SetValue(const Type& val) override {
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Type temp{(this->ranged) ? std::clamp(val, this->minimum, this->maximum) : val};
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if (use_global) {
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std::swap(this->value, temp);
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} else {
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std::swap(custom, temp);
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}
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}
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/**
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* Assigns the current setting value depending on the global state.
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*
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* @param val The new value
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*
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* @returns A reference to the current setting value
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*/
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const Type& operator=(const Type& val) override {
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Type temp{(this->ranged) ? std::clamp(val, this->minimum, this->maximum) : val};
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if (use_global) {
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std::swap(this->value, temp);
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return this->value;
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}
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std::swap(custom, temp);
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return custom;
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}
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/**
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* Returns the current setting value depending on the global state.
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*
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* @returns A reference to the current setting value
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*/
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virtual explicit operator const Type&() const override {
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if (use_global) {
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return this->value;
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}
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return custom;
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}
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protected:
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bool use_global{true}; ///< The setting's global state
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Type custom{}; ///< The custom value of the setting
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};
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/**
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* The InputSetting class allows for getting a reference to either the global or custom members.
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* This is required as we cannot easily modify the values of user-defined types within containers
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* using the SetValue() member function found in the Setting class. The primary purpose of this
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* class is to store an array of 10 PlayerInput structs for both the global and custom setting and
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* allows for easily accessing and modifying both settings.
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*/
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template <typename Type>
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class InputSetting final {
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public:
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InputSetting() = default;
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explicit InputSetting(Type val) : Setting<Type>(val) {}
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~InputSetting() = default;
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void SetGlobal(bool to_global) {
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use_global = to_global;
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}
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[[nodiscard]] bool UsingGlobal() const {
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return use_global;
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}
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[[nodiscard]] Type& GetValue(bool need_global = false) {
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if (use_global || need_global) {
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return global;
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}
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return custom;
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}
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private:
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bool use_global{true}; ///< The setting's global state
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Type global{}; ///< The setting
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Type custom{}; ///< The custom setting value
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};
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struct TouchFromButtonMap {
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std::string name;
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std::vector<std::string> buttons;
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};
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struct Values {
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// Audio
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Setting<std::string> audio_device_id{"auto", "output_device"};
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Setting<std::string> sink_id{"auto", "output_engine"};
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Setting<bool> audio_muted{false, "audio_muted"};
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SwitchableSetting<u8> volume{100, 0, 100, "volume"};
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// Core
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SwitchableSetting<bool> use_multi_core{true, "use_multi_core"};
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SwitchableSetting<bool> use_extended_memory_layout{false, "use_extended_memory_layout"};
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// Cpu
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SwitchableSetting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Auto, CPUAccuracy::Auto,
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CPUAccuracy::Paranoid, "cpu_accuracy"};
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// TODO: remove cpu_accuracy_first_time, migration setting added 8 July 2021
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Setting<bool> cpu_accuracy_first_time{true, "cpu_accuracy_first_time"};
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Setting<bool> cpu_debug_mode{false, "cpu_debug_mode"};
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Setting<bool> cpuopt_page_tables{true, "cpuopt_page_tables"};
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Setting<bool> cpuopt_block_linking{true, "cpuopt_block_linking"};
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Setting<bool> cpuopt_return_stack_buffer{true, "cpuopt_return_stack_buffer"};
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Setting<bool> cpuopt_fast_dispatcher{true, "cpuopt_fast_dispatcher"};
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Setting<bool> cpuopt_context_elimination{true, "cpuopt_context_elimination"};
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Setting<bool> cpuopt_const_prop{true, "cpuopt_const_prop"};
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Setting<bool> cpuopt_misc_ir{true, "cpuopt_misc_ir"};
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Setting<bool> cpuopt_reduce_misalign_checks{true, "cpuopt_reduce_misalign_checks"};
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Setting<bool> cpuopt_fastmem{true, "cpuopt_fastmem"};
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Setting<bool> cpuopt_fastmem_exclusives{true, "cpuopt_fastmem_exclusives"};
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Setting<bool> cpuopt_recompile_exclusives{true, "cpuopt_recompile_exclusives"};
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SwitchableSetting<bool> cpuopt_unsafe_unfuse_fma{true, "cpuopt_unsafe_unfuse_fma"};
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SwitchableSetting<bool> cpuopt_unsafe_reduce_fp_error{true, "cpuopt_unsafe_reduce_fp_error"};
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SwitchableSetting<bool> cpuopt_unsafe_ignore_standard_fpcr{
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true, "cpuopt_unsafe_ignore_standard_fpcr"};
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SwitchableSetting<bool> cpuopt_unsafe_inaccurate_nan{true, "cpuopt_unsafe_inaccurate_nan"};
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SwitchableSetting<bool> cpuopt_unsafe_fastmem_check{true, "cpuopt_unsafe_fastmem_check"};
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SwitchableSetting<bool> cpuopt_unsafe_ignore_global_monitor{
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true, "cpuopt_unsafe_ignore_global_monitor"};
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// Renderer
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SwitchableSetting<RendererBackend> renderer_backend{
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RendererBackend::Vulkan, RendererBackend::OpenGL, RendererBackend::Vulkan, "backend"};
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Setting<bool> renderer_debug{false, "debug"};
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Setting<bool> renderer_shader_feedback{false, "shader_feedback"};
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Setting<bool> enable_nsight_aftermath{false, "nsight_aftermath"};
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Setting<bool> disable_shader_loop_safety_checks{false, "disable_shader_loop_safety_checks"};
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SwitchableSetting<int> vulkan_device{0, "vulkan_device"};
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ResolutionScalingInfo resolution_info{};
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SwitchableSetting<ResolutionSetup> resolution_setup{ResolutionSetup::Res1X, "resolution_setup"};
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SwitchableSetting<ScalingFilter> scaling_filter{ScalingFilter::Bilinear, "scaling_filter"};
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SwitchableSetting<AntiAliasing> anti_aliasing{AntiAliasing::None, "anti_aliasing"};
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// *nix platforms may have issues with the borderless windowed fullscreen mode.
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// Default to exclusive fullscreen on these platforms for now.
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SwitchableSetting<FullscreenMode> fullscreen_mode{
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#ifdef _WIN32
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FullscreenMode::Borderless,
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#else
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FullscreenMode::Exclusive,
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#endif
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FullscreenMode::Borderless, FullscreenMode::Exclusive, "fullscreen_mode"};
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SwitchableSetting<int> aspect_ratio{0, 0, 3, "aspect_ratio"};
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SwitchableSetting<int> max_anisotropy{0, 0, 5, "max_anisotropy"};
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SwitchableSetting<bool> use_speed_limit{true, "use_speed_limit"};
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SwitchableSetting<u16> speed_limit{100, 0, 9999, "speed_limit"};
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SwitchableSetting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
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SwitchableSetting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High, GPUAccuracy::Normal,
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GPUAccuracy::Extreme, "gpu_accuracy"};
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SwitchableSetting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
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SwitchableSetting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"};
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SwitchableSetting<bool> accelerate_astc{true, "accelerate_astc"};
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SwitchableSetting<bool> use_vsync{true, "use_vsync"};
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SwitchableSetting<u16> fps_cap{1000, 1, 1000, "fps_cap"};
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Setting<bool> disable_fps_limit{false, "disable_fps_limit"};
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SwitchableSetting<ShaderBackend> shader_backend{ShaderBackend::GLASM, ShaderBackend::GLSL,
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ShaderBackend::SPIRV, "shader_backend"};
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SwitchableSetting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
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SwitchableSetting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
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SwitchableSetting<u8> bg_red{0, "bg_red"};
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SwitchableSetting<u8> bg_green{0, "bg_green"};
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SwitchableSetting<u8> bg_blue{0, "bg_blue"};
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// System
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SwitchableSetting<std::optional<u32>> rng_seed{std::optional<u32>(), "rng_seed"};
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// Measured in seconds since epoch
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std::optional<s64> custom_rtc;
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// Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc`
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s64 custom_rtc_differential;
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Setting<s32> current_user{0, "current_user"};
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SwitchableSetting<s32> language_index{1, 0, 17, "language_index"};
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SwitchableSetting<s32> region_index{1, 0, 6, "region_index"};
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SwitchableSetting<s32> time_zone_index{0, 0, 45, "time_zone_index"};
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SwitchableSetting<s32> sound_index{1, 0, 2, "sound_index"};
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// Controls
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InputSetting<std::array<PlayerInput, 10>> players;
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SwitchableSetting<bool> use_docked_mode{true, "use_docked_mode"};
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Setting<bool> enable_raw_input{false, "enable_raw_input"};
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Setting<bool> controller_navigation{true, "controller_navigation"};
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SwitchableSetting<bool> vibration_enabled{true, "vibration_enabled"};
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SwitchableSetting<bool> enable_accurate_vibrations{false, "enable_accurate_vibrations"};
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SwitchableSetting<bool> motion_enabled{true, "motion_enabled"};
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Setting<std::string> udp_input_servers{"127.0.0.1:26760", "udp_input_servers"};
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Setting<bool> enable_udp_controller{false, "enable_udp_controller"};
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Setting<bool> pause_tas_on_load{true, "pause_tas_on_load"};
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Setting<bool> tas_enable{false, "tas_enable"};
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Setting<bool> tas_loop{false, "tas_loop"};
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Setting<bool> mouse_panning{false, "mouse_panning"};
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Setting<u8> mouse_panning_sensitivity{10, 1, 100, "mouse_panning_sensitivity"};
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Setting<bool> mouse_enabled{false, "mouse_enabled"};
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Setting<bool> emulate_analog_keyboard{false, "emulate_analog_keyboard"};
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Setting<bool> keyboard_enabled{false, "keyboard_enabled"};
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Setting<bool> debug_pad_enabled{false, "debug_pad_enabled"};
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ButtonsRaw debug_pad_buttons;
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AnalogsRaw debug_pad_analogs;
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TouchscreenInput touchscreen;
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Setting<std::string> touch_device{"min_x:100,min_y:50,max_x:1800,max_y:850", "touch_device"};
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Setting<int> touch_from_button_map_index{0, "touch_from_button_map"};
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std::vector<TouchFromButtonMap> touch_from_button_maps;
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Setting<bool> enable_ring_controller{true, "enable_ring_controller"};
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RingconRaw ringcon_analogs;
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// Data Storage
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Setting<bool> use_virtual_sd{true, "use_virtual_sd"};
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Setting<bool> gamecard_inserted{false, "gamecard_inserted"};
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Setting<bool> gamecard_current_game{false, "gamecard_current_game"};
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Setting<std::string> gamecard_path{std::string(), "gamecard_path"};
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// Debugging
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bool record_frame_times;
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Setting<bool> use_gdbstub{false, "use_gdbstub"};
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Setting<u16> gdbstub_port{6543, "gdbstub_port"};
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Setting<std::string> program_args{std::string(), "program_args"};
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Setting<bool> dump_exefs{false, "dump_exefs"};
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Setting<bool> dump_nso{false, "dump_nso"};
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Setting<bool> dump_shaders{false, "dump_shaders"};
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Setting<bool> dump_macros{false, "dump_macros"};
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Setting<bool> enable_fs_access_log{false, "enable_fs_access_log"};
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Setting<bool> reporting_services{false, "reporting_services"};
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Setting<bool> quest_flag{false, "quest_flag"};
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Setting<bool> disable_macro_jit{false, "disable_macro_jit"};
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Setting<bool> extended_logging{false, "extended_logging"};
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Setting<bool> use_debug_asserts{false, "use_debug_asserts"};
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Setting<bool> use_auto_stub{false, "use_auto_stub"};
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Setting<bool> enable_all_controllers{false, "enable_all_controllers"};
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// Miscellaneous
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Setting<std::string> log_filter{"*:Info", "log_filter"};
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Setting<bool> use_dev_keys{false, "use_dev_keys"};
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// Network
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Setting<std::string> network_interface{std::string(), "network_interface"};
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// WebService
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Setting<bool> enable_telemetry{true, "enable_telemetry"};
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Setting<std::string> web_api_url{"https://api.yuzu-emu.org", "web_api_url"};
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Setting<std::string> yuzu_username{std::string(), "yuzu_username"};
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Setting<std::string> yuzu_token{std::string(), "yuzu_token"};
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// Add-Ons
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std::map<u64, std::vector<std::string>> disabled_addons;
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};
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extern Values values;
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bool IsConfiguringGlobal();
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void SetConfiguringGlobal(bool is_global);
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bool IsGPULevelExtreme();
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bool IsGPULevelHigh();
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bool IsFastmemEnabled();
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float Volume();
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std::string GetTimeZoneString();
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void LogSettings();
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void UpdateRescalingInfo();
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|
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// Restore the global state of all applicable settings in the Values struct
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void RestoreGlobalState(bool is_powered_on);
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} // namespace Settings
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